Compare any two graphics cards:
GeForce GTX 980 vs Radeon RX 470
IntroThe GeForce GTX 980 features a clock speed of 1126 MHz and a GDDR5 memory frequency of 1750 MHz. It also makes use of a 256-bit memory bus, and makes use of a 28 nm design. It is made up of 2048 SPUs, 128 Texture Address Units, and 64 ROPs.
Compare all of that to the Radeon RX 470, which comes with a core clock frequency of 926 MHz and a GDDR5 memory frequency of 1650 MHz. It also uses a 256-bit bus, and makes use of a 14 nm design. It is comprised of 2048 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
Theoretically speaking, the GeForce GTX 980 is 6% quicker than the Radeon RX 470 overall, because of its higher bandwidth. (explain)
Texel RateThe GeForce GTX 980 is much (approximately 22%) more effective at texture filtering than the Radeon RX 470. (explain)
Pixel RateIf using high levels of AA is important to you, then the GeForce GTX 980 is a better choice, by far. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Memory bandwidth is the max amount of information (in units of MB per second) that can be transported past the external memory interface within a second. The number is worked out by multiplying the bus width by its memory speed. In the case of DDR RAM, the result should be multiplied by 2 again. If DDR5, multiply by ANOTHER 2x. The better the memory bandwidth, the faster the card will be in general. It especially helps with AA, High Dynamic Range and higher screen resolutions.
Texel Rate: Texel rate is the maximum texture map elements (texels) that can be applied in one second. This figure is worked out by multiplying the total number of texture units of the card by the core speed of the chip. The higher the texel rate, the better the graphics card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels applied per second.
Pixel Rate: Pixel rate is the maximum amount of pixels the video card could possibly record to its local memory per second - measured in millions of pixels per second. The number is calculated by multiplying the amount of ROPs by the the card's clock speed. ROPs (Raster Operations Pipelines - aka Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth - the lower the memory bandwidth is, the lower the potential to get to the maximum fill rate.